What type of passive ability would you like to see in League?

Over Innsmouth·9/3/2016, 8:47:15 AM·13 votes·1,829 views

To clarify, the Passive Ability, not a passive that takes up a QWER slot or a passive attached to an active.

There's two ideas off the top of my head.

  1. Reaching a certain (low) threshold of health grants you a massive offensive steroid in exchange for a massive loss of defensive power for a short time.

  2. All abilities and AA's do not interrupt movement commands. Think Vel'Koz's W, but applied to all abilities.

What have you guys got?

93 Comments

Sahn Uzal9/3/2016, 8:51:07 AM13 votes

One that prevents a tank from getting melted :v One can dream

Pandemic Punch9/3/2016, 11:47:24 AM10 votes

Upon loading into the game, the enemy nexus explodes and you win.

Rito Gums9/3/2016, 10:04:33 AM5 votes

I believe your first passive idea is kinda similar to Olaf's

JayHog19929/3/2016, 9:26:34 AM5 votes

Once thought of a "Revenge" passive.

Where every time an enemy would get a kill, they'd gain a stack of a champion's passive. Up to 10.

For each stack, they'd do 5% less damage against said champion, up to 50%.

The enemy doesn't gain those stacks if they kill the champion with the passive (So feeding won't benefit you).

If the enemy dies to your team mates and you weren't apart of it, they lose half their stacks.

If the enemy dies to you as kill/assist, everyone in your team wins 30 gold per stack, up to 300, but you lose the damage reduction against enemies you've slayed as all their passive stacks are used up.

Basically, this would make the champion made to counter enemy champions that rely on being ahead to win, such as Katarina, yasuo, etc...

dragon1xx9/3/2016, 2:56:09 PM4 votes

3 HITS 3 PASSIVES BOIS! (Talon plz

Dryditch9/3/2016, 6:39:45 PM4 votes

Passive: Forgemaster This champion may purchase complete items for 90% of their actual gold cost. Combining items costs 10% more.

I have no idea why, but I'm really interested in a champ that may be a little weaker in terms of base values, but is rewarded for staying out in lane/jungle for a long enough time to pick up a full item on a back.

FakeGravity9/3/2016, 7:00:16 PM4 votes

the dead suit you: while dead you can move through wall and provide half the amount of vision, all your spells turn into a single use totem of sacrifice

totem of sacrifice: grants vision permantently of the area, can be destroy but the enemy champion that destroy it will take 10% current health as magic damage

ZT Xperimentor9/3/2016, 9:31:49 AM4 votes

Here's one that was done before, but removed for the initial sake of 'strategic diversity'. Gain bonus armor from a percentage of ability power. Bonus points if anyone can name the champion who originally had this.

EvilUnicornLord9/3/2016, 1:41:01 PM4 votes

Globally deals 0.1 magic damage to everyone on the enemy team per 10 seconds. Not even big enough to be noticed, but you're going to get an assist on every kill.

Jk, that's a terrible passive.

Sona x Rubick9/3/2016, 10:40:48 AM3 votes

protects nearby allies against weaker magics,increasing their magic resistance by %.

:^)

Zonkman9/4/2016, 12:50:36 AM2 votes

Every time you get a kill confetti comes flying out of their dead body and you get a party hat that stacks into more party hats over party hats

The Taco Kat9/4/2016, 1:43:27 AM2 votes

My brother recently mentioned a passive on an ADC that would have the bounce mechanic like MF's Q, where every auto would bounce to a target behind the unit hit. It would clearly be broken as all hell, but perhaps making it so it had the bounce on critical strikes or every x autos would make it more fair.

Hell, it could be a passive where it hits the initial target for 100% Total AD, and may bounce to the target behind the champion's auto, dealing 15 + (0%/10%/20%/30%) Total AD (Levels 1/6/11/16). I think it would be really cool to have a champion work like that, as it would be a fairly mechanically demanding champion to be able to adjust your positioning to be able to get the most damage off in a fight.

As I said, really broken, but REALLY damn cool idea.

Side note: Imagine how cool Runaan's would be with that. Up to 6 targets at once, provided they all have a target to bounce to.

FrodoBagginses9/4/2016, 3:21:14 AM2 votes

Dying Breath: Upon Reaching 10% HP you mark yourself for death causing you to take an increased 30% damage from all sources. You gain a burst of move speed and deal increased damage to targets. Fleeing from the enemy results in a lethal bleed and slow, if you continue retreat this affect will kill you in 10 seconds. If you get a kill during this time it heals for half of your health.

Blue Moon Wolf9/3/2016, 7:38:47 PM2 votes

after not moving for 5 seconds, gains that item 3341 red silhouette thing (or true vision, whatever sounds more balanced) over a large area (1200 units maybe?). Upon moving, keeps true vision for 2 seconds before all invisible units return to being invisible. invisible wards remain untargetable by this effect, so you can see it but you can't hit it (I think that should balance it out .__.)

SpecterVonBaren9/3/2016, 9:28:55 PM2 votes

I designed a geomancer champ that had a passive that increased the duration of their CC by a percentage of their enemy's bonus armor and gained increased tenacity based on a percentage of their bonus armor.

PeaceRibbon9/3/2016, 9:40:10 PM2 votes

The passive on my roleplaying OC:

Every time you take an action, you have a small chance to teleport to a nearby location.

The footage would be so amazing. XD

Ýones9/3/2016, 10:15:42 PM2 votes

Champion would have an elongated body at around 10 teemos in length, each part of the tail taking damage and being targetable.

l Helios l9/3/2016, 10:21:34 PM2 votes

Gooey

Non-minion units who damage this unit with auto-attacks are slowed by X% for X seconds.

Pokemon fans would appreciate this.

zorlox779/3/2016, 10:33:19 PM2 votes

This would obviously need to be balanced with the rest of their kit, but here is my idea.

After every ability cast you are momentarily untargetable. It would be like when Shaco uses his ult and temporarily is untargetable.

The champion this is on would have large cooldowns, so they need to choose between dodging spells using theirs, or waiting to use them to do damage. It would add a high skill cap to the champ, and can be outplayed by juking your attacks, or kiting so he has to blow his cool downs to survive your damage.

Astôlfo9/3/2016, 11:07:05 PM2 votes

The second one seems potentially too abusable. Basically orbwalking/kiting made even easier/foolproof.

Only Play Darius9/3/2016, 11:14:54 PM2 votes

All nearby champions take 1% max HP true damage per second

AlienPrimate9/3/2016, 11:37:18 PM2 votes

All true damage is converted into physical or magic damage depending on which resistance is higher.